They'll probably be the next to go next expansion.
Honestly I hope many of the PVP combos become a reality in PVE.
Printable View
DRG has enough to focus on, and as the job currently stands, HT is a necessary evil we'd rather have condensed. SE seems to think that upping the duration a few seconds each major overhaul is addressing the problem. But now with Dragon Sight, charging LotD, and longer combo chains, it sullies things when we have to further interrupt our flow to get that HT buff in before we can pick up where we left off.
Just like a real boxing match eh? The opponent bobs and weaves and you look for those openings to maximize damage or get diminished.
How fun would it be to watch a boxing match where no one dodges or blocks and just trades blows?
Seven Hells the whole game is based around dodging/weaving/getting correct positions/correct timings..
If none of that mattered I would fall asleep playing in global cooldown system.
If they are going to change/get rid of positionals, at least add a toggle to swap between different effects for skills. A choice of 2 or 3 situationals.
ESO calls their's morphs, but they still retain some intangibles with a stamina play on Dark Souls.
In movement heavy fights when moving in to position is too dangerous or not an option, melee dps are punished with lost potency through no fault of their own.
Double circle stack phases or knock back phases in D2 savage or maniacal probe phases in the same fight come to mind immediately. Same during D1 savage when you have to position to dodge clamp when the ground is frozen. This removes the dps loss that only melee dps players have to deal with.
Ihza's post above is hyperbole and shouldn't be taken seriously. Ditching positional attacks will make melee dps playing easier yes, but an arbitrary directional requirement on certain attacks isn't an indication of skill. A good melee dps that maintains high damage while executing mechanics and doing their rotations correctly will always stand out.
I mean, it might just be complexity for complexity's sake, but I feel the positionals on MNK add a bit of engagement. With how most of the content in this game is (especially pre-SB), I could literally just do 1-2-3 4-5-6 without paying attention if no positionals.
I do agree it can be annoying at times. That's where True North shines. Even so, I doubt SE would be removing positionals any time soon.
If they would stop making bosses that turn instantly, and constantly, positionals would be bearable, but as it is atm it really turns me off these classes. If they should be removed is one thing, but it is my number one annoyance with these classes for sure.
Now, general statement. If you are someone who instantly has a kneejerk response whenever you see a suggestion for a reduction in complexity, NOT ALL COMPLEXITY IS GOOD. If it leads to shitty gameplay it should (obviously!) go. First of all you need the correct amount of total complexity for class balance. And that doesn't necessarily mean 'a lot'. More important than a minimum amount of complexity is a maximum amount of complexity. If something needs more complexity, then add it in a fun way. Don't cling to annoying mechanics because "mah complexity".